Eat the Reich

Eat the Reich

Ty, wampirzy komandos, zostajesz zrzucony w trumnie do okupowanego Paryża i musisz przeciąć krwawą drogę przez siły nazistowskie w drodze do ostatecznego celu: wypicia całej krwi Adolfa Hitlera.

Pytania? Niepotrzebne.

Akcja na przypale? No chyba.

Smacznego.

A tu zajawka:

Założenia Link to heading

  1. To jest gra o wampirach zabiających w brutalny sposób nazistów w trakcie II WŚ, pijących ich krew i rozrywających ich ciała. Jeśli masz z tym opisem nie po drodze, to nie jest to gra dla Ciebie.
  2. Ta gra to jeden wielki trigger warning. Co nie znaczy, że nie będzie granic. Twarde mury stawiam przed gwałtem i przemocą wobec dzieci. Reszta do przegadania przed sesją. Proszę o poważne przemyślenie, co chcecie mieć na sesji a co tylko tolerujecie.
  3. To gra o prościutkiej (prymitywnej wręcz) mechanice, w której GŁÓWNĄ KONTROLĘ NARRACYJNĄ MAJĄ GRACZE. MG głównie reżyseruje sceny, dba o przebieg rozrywki i pilnuje rozdziału spotlightu, ale 70% treści gry stanowią opisy graczy. To Wy decydujecie, co jest kanonicze. O ostatecznym sukcesie decydują kości, ale w kontekście fikcji jedyne co Was ogranicza, to postacie innych gracze i ich zgoda na wydarzenia w przygodzie.

Linki: Link to heading

Skrót zasad [ENG] Link to heading

1. Core Mechanics Link to heading

Stats Link to heading

  • BRAWL: Close combat.
  • CON: Persuasion and charisma.
  • FIX: Repair and modify.
  • SEARCH: Investigation.
  • SHOOT: Ranged combat.
  • SNEAK: Stealth.
  • TERRIFY: Intimidation.

Dice Pools Link to heading

  1. Determine the stat for your action.
  2. Add dice based on your stat rating.
  3. Add dice for equipment or abilities (pay costs if required).
  4. Satisfy bonus conditions for additional dice.
  5. GM rolls dice equal to the Threat’s Attack rating.

Success and Allocation Link to heading

  • Success (4-5): 1 effect.
  • Critical (6): 2 effects or activate SPECIAL abilities.

Allocate dice to: Link to heading

  • Advance Objectives: Reduce Objective rating.
  • Eliminate Threats: Reduce Threat rating.
  • Defend: Remove GM’s Attack dice.
  • Feed: Gain Blood (1 per success, 2 per critical).
  • Activate Specials: Requires critical.

Turn Order Link to heading

  • GM decides player turn order.
  • Once all players act, GM resolves reinforcements.

2. Combat and Challenges Link to heading

Objectives and Threats Link to heading

  • Objectives: Tasks rated 2-12. Completed at rating 0.
  • Threats: Enemies rated by strength and Attack dice. Reduced to 0 when eliminated.

Reinforcements Link to heading

  • At the end of a round:
    • Restore Threats to 1D6 rating and halve their starting Attack rating.
    • Increase active Threats’ Attack by 1.

Challenge Link to heading

  • Certain Objectives/Threats absorb successes equal to their Challenge rating each turn.
  • Example: Challenge 2 negates 2 successes per turn.

3. Blood and Injuries Link to heading

Blood Link to heading

  • Start with 0 Blood.
  • Use successes to gain Blood.
  • Spend Blood to activate abilities or heal Injuries (3 Blood per Injury).

Injuries Link to heading

  • Mark an Injury if GM’s Attack dice remain after defense.
  • Roll a D6 to determine Injury type. Each type has two stages.
  • At second stage, apply penalties (e.g., reduced stats, limited equipment use).

Downed Link to heading

  • If GM has 3+ Attack dice remaining after defense:
    • Mark all Injury boxes in one category.
    • Become Downed until another player rescues you (new Objective: rating 2-4).

Death Link to heading

  • Marking all six Injury boxes results in death.
  • Perform a Last Stand: Roll 8D6 and allocate to Objectives/Threats.

4. Gameplay Flow Link to heading

Scene Structure Link to heading

  1. Briefing: Establish mission and initial Objectives.
  2. Coffinfall: Players choose drop zone in Sector 3.
  3. Action: Players tackle Objectives and Threats.
  4. Climax: Confront Hitler aboard his zeppelin.
  5. Epilogue: Resolve character fates.

Flashbacks Link to heading

  • Trigger once per session after rolling 2 or fewer successes.
  • Describe a past mission scene.
  • Gain 2 bonus dice and reroll the pool.

Loot Link to heading

  • Once per Objective, gain equipment with 3 uses and a bonus requirement.
  • Final use adds 1 bonus die to the pool.

5. Special Rules Link to heading

Übermenschen Link to heading

  • Supernatural enemies with higher stats.
  • Their blood grants access to advances on player sheets.

Secondary Objectives Link to heading

Optional tasks granting bonuses:

  • Reduce Threat or Objective ratings.
  • Gain Blood or equipment.